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.:. OBJECT VALUES























WEAPON VALUES (MM32 BUILDER HELP)

Use this help when editing an ITEM_WEAPON prototype with oedit or oset.

Weapon value slots 0 through 14:
   0  Weapon length in feet.
   1  Number of damage dice.
   2  Size of each damage die. Values 1 and 2 make the dice expression.
   3  Attack type.
   4  Metal material cost.
   5  Leather material cost.
   6  Wood material cost.
   7  Piercing damage percentage, 0 through 100.
   8  Slashing damage percentage, 0 through 100.
   9  Crushing damage percentage, 0 through 100.
  10  Weapon family (WEAPON_* ID). Forms use this for compatibility.
  11  Reserved legacy data. Do not repurpose it.
  12  Selected-weapon hitroll bonus.
  13  Selected-weapon damroll bonus.
  14  Signed legacy strength damage-curve steps, -34 through 34.

Values 12 through 14 affect only the compatible ITEM_WEAPON selected for
the current opposed forms action. Broken, disarmed, unequipped, or
form-incompatible weapons contribute none of these values. Shields and
nonweapon objects do not contribute weapon combat values.

VALUE 12 - HITROLL
  Adds to the wielder's native hitroll. Attackers and defenders use the
  same rule, so a defender's selected weapon bonus can offset an attacker.
  Use this for weapon accuracy or defense in opposed forms.

VALUE 13 - DAMROLL
  Adds to the damage dealer's native damroll. Positive effective damroll D
  contributes a random value from floor(D/3) through D+1. Use this for a
  broadly flat weapon damage improvement.

VALUE 14 - LEGACY DAMAGE-CURVE STEPS
  Shifts only the damage lookup on MM2's 35-entry strength table. It never
  changes displayed/stored strength, carrying capacity, force, or
  encumbrance. Leave it zero on ordinary new weapons; use it only when
  preserving a measured legacy strength-granting weapon.

  Player mapping: delta = benchpress STR - 100.
  NPC mapping:    delta = (legacy STR - 11) * 10.
  Table index:    15 + round(delta / 12.5), clamped to 0 through 34.

  Example: House Riatin blade #13217 has value 14 of +1. Its STR 11
  soldier maps to index 15 (damage 0), then shifts to index 16 (damage 1),
  so this wielder gains one curve damage. The table is nonlinear, so the
  same step can be worth zero, one, or several damage at another index.

Editing and inspection:
  In oedit, choose Values on an ITEM_WEAPON and follow the prompts. The
  final combat prompts are Weapon hitroll, Weapon damroll, and Damage curve
  steps (-34 to 34). The sequential menu currently skips values 4 through 6.

  oset <object-or-vnum> value12 <hitroll>
  oset <object-or-vnum> value13 <damroll>
  oset <object-or-vnum> value14 <curve-steps>

  Treat all three as weapon-only. oset enforces ITEM_WEAPON and -34..34
  for value14; value12 and value13 still rely on builder discipline.
  stat object <object>, vstat obj <vnum>, and successful identify output use
  the same labeled Object values section. Mob programs can inspect the same
  slots as objval12, objval13, and objval14.

World and saved-object format:
  The world-file values line beginning at value 4 accepts 10 numbers
  (values 4-13) or 11 numbers (values 4-14). A legacy 10-number line loads
  value 14 as zero; current writers emit all 11 numbers.

  SQL column value15 stores in-game array slot value 14 because SQL columns
  are numbered from one while object slots are numbered from zero. value15
  is not another OLC value and must not be entered as one. NULL value15 on
  a saved object inherits slot 14 from its valid prototype; without a valid
  prototype it becomes zero. Binary rent/house/locker records also inherit
  slot 14 from the current prototype.

Builder rule of thumb:
  value12 = accuracy; value13 = ordinary damage; value14 = legacy curve only.

See also: help OLC, help OLC SAVE, help STAT.


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